vraylight examples
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VRayLight examples Home VRayLight
Example 1: Single-sided vs Double-sided lightsExample 2: Size of lights, shadows and intensityExample 3: Real-world lights have inverse-square falloff Example 4: Skylight, self-illuminated panels and VRayLightsExample 5: IBL (Image-Based Lighting)
Example 6: IBL and Caustics
Example 1: Single-sided vs Double-sided lights
This example demonstrates the difference between a single-sided and a double-sided planar
area light:
Double-sided is o f f Double-sided is o n
Example 2: Size of lights, shadows and intensity
The following images show how the size of a light affects shadows. Bigger lights produce blurriershadows, while smaller lights produce sharper shadows:
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U size = 3.0; Normalize intensity is o n U size = 6.0; Normalize intensity is o n U size
In the above images, the light appears to be of constant intensity. This is because theNormalize intensity option was turned o n . This is what the three images look like withNormalize intensity o f f (the default). Larger luminaires have larger surfaces, which meansthat they emit more light. Note that the light multiplier had to be adjusted compared to theprevious three images in order to produce similar light intensity; however, it is the same
multiplier for all three images.
U size = 3.0; Normalize intensity is o f f
(default)
U size = 6.0; Normalize intensity is o f f
(default)
U size
Example 3: Real-world lights have inverse square falloff
The following images demonstrate the No decay parameter. In the real world the light sourcesattenuate with the inverse square of the distance from the light to the shaded surface. Howeveryou can disable light decay to achieve behavior similar to the standard 3ds Max lights. The
settings for the light source the same for both images with the exception of the Decay
parameter:
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No decay is o f f (default) No decay is o n
Example 4: Skylight, self-illuminated panels and VRayLights
Here is an example of a simple room where the light comes from the environment. The scenewas rendered in several different ways:
with just environment skylight with irradiance map as a primary engine;with a self-illuminated panel at the window, again with the irradiance map as a primaryengine;with a VRayLight at the window and the irradiance map as a primary GI engine;
with just environment skylight but with brute force GI as a primary engine.
In all cases, the Light cache was used as a secondary GI engine. The environment,
self-illuminated panel, and the VRayLight all have the exact same color and multiplier.
Environment light (skylight) only Self-illuminated panel at the window
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VRayLight at the window
Environment light (skylight) only and brute force
GI
As you can see, all methods produce the same light distribution, but there is a differencebetween render times and quality.
In the first two cases, we rely on the irradiance map to capture the lighting coming from thewindow. The result is very similar, as well as the rendering times. Since the irradiance map isblurry method, the shadows come out a little blurred. Although we can reduce the blurring byusing higher irradiance map settings, this will cost us additional render time.
In the third case, since we use a VRayLight, the shadows come out very sharp and nice, and therendering time is reduced. This is because the irradiance map was calculated much faster - inthe previous two cases, it had to trace a lot of rays to sample the window accurately.
In the fourth case, we used brute force GI instead of the irradiance map. This produces sharpshadows too, since the brute force GI is a non-blurry GI method. However, render time h
increased quite a lot. In this exampe, using a VRayLight produces the best result in the shortest time. However, if youneed to have many lights, this method can become quite slow, since every single light needs tobe sampled.
Example 5: IBL (Image-Based Lighting)
IBL (image-based lighting) is a new feature, provided by V-Ray renderer.The V-Ray dome light has been extended to support arbitrary
texture maps that determine the amount of light coming from eachdirection on the virtual dome hemisphere. V-Ray then usesimportance sampling to trace more rays in the directions wheremost of the light is coming from. This ensures speed and qualitythat were never before possible with pure gathering GI methods.
Easy setup for image-based lighting (IBL);
Importance sampling of the dome texture for fast and cleanresults;Support for photon mapping for fast and accurate causticeffects.
In the following example we will show how this works with a HDR
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image.
Initial position of the dome-light.Z axis is perpendicular to the ground
plane. Rendered image
Position 1
This time the dome is rotated alongits Z axis to 90 degrees. Notice thishas no effect, as the dome is usingthe same part of the HDRI. Rendered image
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Position 2
The dome is rotated along its X axisto 90 degrees. Now the dome usesanother part of the HDRI.
Rendered image
Position 3
The dome is rotated along its X axisto -165 degrees. Notice how theshadows have changed, due to thesofter light in the HDRI. Rendered image
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Position 4
Another 90 degrees on the X axisfrom the previous position. A slightly sharper shadow has appeared.
Rendered image
Now we are going to show how the HDRI parameters also can affect the rendered image.We will rotate the HDRI from the material editor.
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Position 5Rotating the HDRI to - 2 0 0 degree. Now the
dome obviously uses some of the brightest range from it.
Rendered image
This time we will reduce the HDRI multiplier and add more rotation.
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Position 5Rotating the HDRI to - 3 0 0 degree. Notice
how the multiplier affects the overal scenelighting. We haven't change the dome position.
Rendered image
We will go further, adding some vertical rotation to the HDRI.
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Position 5 Adding 5 0 degrees vertical rotation to the
HDRI. See how light and shadows havechanged a lot. The highlight position isdifferent now.
Rendered image
Reset the horizontal rotation to 0 .0 . Multilpliers: 2 .0 and 5 .0
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Rendered image Rendered image
Example 6: IBL and Caustics
From the VRay Caustics rollout, turn caustics on. Assign a glass material on the cylinders.
Position 5 We are using the last setup of the HDRI
from the Example 5. The caustic effect isalmost not visible.
Rendered image
We will raise the multilplier to 3 .0 and set the search distance to 1 .0 unit.
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Position 5 Now the effect is visible, though the searchdistance appear to be too small.
Rendered image
Caustics multiplier set to 5 .0 , 1 0 .0 . Search distance 5 .0 units.
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Rendered image Rendered image
Other caustics examples.
Rendered image Rendered image